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Xeryx

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  1. Thanks for the response Chris. Well from what I take away from your post, is that in your opinion you are doing nothing more than taking away player and modder options and assuming that all players would want that shiny new laser. Here is my aguement based on the new system implemented for alenium use. What if I am low on alenium for my lasers? What am I suposed to shoot at the aliens then when my ballistics have become obsolete? One of the best things about these types of games is options. There should always be more than one way to win a fight. Your argument does not hold water about having "anti-Sebillian" ammos, because firstly you would not know what you are facing at a landing point and secondly weapons themselves are viewed the same as using a different ammo type. If I know that I am facing, say Sebillians then I am going to take the weapons that is most effective, whether it be a flame thrower, laser, or a can of Raid. Ammos and grenades would be no different, especially for players that might want to play with ballistics longer. This argument isn't only for ballistics. This is for any weapon really. By changing an ammo you can completely change the characteristic of any weapon. Maybe I could take that useless laser pistol and make it a pulse laser or a burst shotgun effect. I am thinking in a BIG picture frame of mind. I think if players want simplification, the can go play Xcom2, they would not be here hoping for more from Xenonauts 2. I simply want those options available to me as a player, just like I want attachments for weapons. I want them available to me at the games release even if in a limited form, because I know modders like myself will take them very far. Limiting those kinds of options because you may not like them or see the usefulness is a mistake. I know that these kinds of "systems" take a lot of work to put into place from a developers standpoint. But if you look at how your initial project for X2 started and where it is now, it is more like an updated X1. What does that tell you? Don't mess with success and overall I think X1 is an outstanding game sorely in need of updating.
  2. First off, the Lines of site errors in the games need to be fixed 100%. I have been playing Xeno1 lately and it really is almost game breaking to me how how aliens can "cheat" when in Ufos and other times due to the Maps poor implementation of or blocking of LOS. XCOM-2 Sucks and really is not a good analogy for any good game. The only good thing about it is the Soldier and weapon customization with good mods. Psionics should be entirely race driven, not by just a couple of elite's therefore all "sectoids" should have some form of Psionics and the level at which they can control should be then driven by their rank. So if you had a ufo full of "sectoids" then you should have many different style of attacks and they should mostly be psionic making them much deadlier than most other species. Only with a successful mind control should a psionic attack be able to use the soldiers vision to spot other soldiers. All other attacks should be done with the aliens los. If you have the ability to "turn off" psionics it should be easily done by removing that race entirely from the invasion and removing any counter psi tech for the human if implemented. I think this would be a great option to add for the players who hate psionics. For those who do like playing with it, then countering tech needs to be available to be researched to lessen its effects, but should never negate it 100% multiple attacks should have cumulative effects on the soldiers. It should not however be an instant effect, and should wear down the soldier over time until they reach a "breaking point"
  3. This is not a good idea, and is the subject matter for a completely different game. I don't want the games resources used for MP and or a diluted game.
  4. @Chris Thank you for being so active on the forums. I have to say I completely disagree with this statement One of the things I miss most, is ammo diversity for weapons.Your argument is not really valid, because each alien has it's weaknesses and strengths against particular types of weapons. If you look at just ballistic ammos of today there are many types of ammo's that could help the player in so many ways. White phosphorous rounds for a sniper rifle for instance. HE rounds for a cannon, or even slugs or a stun round for a shotgun. So you honestly, cannot tell me that Ballistic rounds cannot remain relevant in later parts of the game, which I feel is needed. The grenade launcher is a superb example of how diverse ammunition can affect the battlefield. Of course the player would need to invest in the research for these ammos, but the possibilities could be endless for modders. Now, I am not saying every gun should have a different type of ammo available. But I think that that mechanic is sorely missing from Xeno1 and this game, and it should at least be in place to be used. One of the best strategies is to be able to carry a couple of different ammo's to be able to deal with aliens and different situations. This is most apparent when you use a rocket launcher in xeno 1. I always carry different rounds to meet different needs on the battlefield.
  5. Air combat in Xeno 1 works just fine, the only thing that really needed changed, is the switch to it being a squadron of fighters instead of individual fighters. I personally don't know how turn-based will work? It can be successful with an order type and formation system, such as Endless Space 2 and that system is awesome and well done. I would like to see a Spherical GLOBE again, because it is the most accurate! There are so many things that could expand and make the Geoscape more immersive and I think you guys are really missing out on a golden opportunity. If the governments were actually a "faction" that had assets they could use against the Aliens at the start of the game. This could include airbases, navies, and of course Missile sites. During the first phase of the invasion, the aliens would of course work on eliminating these assets from the various factions. These assets would also only have a limited success rate against the superior alien tech, but it could down some ufo's and it would be cool if these assets were shown on the geoscape. I would LOVE to see the destruction that the aliens cause on the Geoscape. Like when a city is lost to the aliens or when it is nuked it should disappear from the geoscape. These things would greatly increase the immersion and feel of impending doom to the player. Back on topic of the Air combat, I did enjoy the simplified system in xcom back in the day. But here we are many many years later. I think that we need something innovative and honestly I think a Turn-based geoscape is not innovative, I think it is a step backwards. I want to see the action as it unfolds, I want to see my squadrons fight the UFO's and I want to feel the ACTION of success or failure. All of the real time elements in X1 work, the only complaints I had with it is I would like more control over the time itself, especially in air combat due to my limitations to be fast enough to be effective in certain situations. I also would like to have it in 3D over the geoscape, I would love it to look like a genuine dogfight from a movie..is this too much to ask? Google earth has already done the work for you! A 3d geoscape is entirely possible in todays times with the free data available.
  6. @Chris Been a long time fan of Xeno and an original X-com player. It is time for me to get involved again, since you guys are one of the few companies that actually listen to the players. Which BTW is greatly appreciated. I will stay on topic here, and It really is imperative that add-ons be implemented into the the game. Even if they are done simply for the game at first. The most important thing here is for modders like myself to be able to implement great ideas, so the level of control needs to be there for the add-ons. Like your examples listed above, the ability to adjust any item with an "add-on" will greatly increase the immersion to the game. It will also allow the modding community to greatly expand the game with great ideas, you guys might not think of. This is definitely one of the best features in X2- which BTW I actually despise in almost all aspects other than the characters and weapons. Please stay away from "mainstreaming" or simplifying game play like they did to X2, because that is not the kind of game most of us are looking for. I.E. Putting on a 6x scope should increase accuracy at a min distance, but increase TU's to fire the weapon. For explosives, you could have different types of sensors or triggers like proximity or remote detonation.
  7. read some of my previous posts and you will have your answers in the previous 2 pages. EDIT: WASTELANDS 2 is out NOW!!!
  8. @ all EDIT: Alas, this did not work...invisible aliens seems to happen after reloads of save games though. @SJOB that plane is pretty much designed to be a scout, and seems pretty useless as a combat craft. I personally don't like how air combat and aircraft are setup in this mod though. It is nice to have some other planes but I don't think they are balanced the way they should be. Bug: When the aliens use the stinger (the one used to stun human) if the aliens continue to fire at a "stunned" human on the ground the game crashes every time. There are also numerous times the xenopedia page comes up blank on various researches.
  9. Well, it does seem to be the case..just from my little time on these boards. Ego's hiding behind keyboards! That is a terrible combination no matter what, but especially when they are the "Guru's". It may as well spell death for XCE and all other mods, that even use it. That is sad, because I like this game and it's modability! Sorry to hear about T, heal fast! does he live in Russia? (small joke) cuz 2 accidents in a row is hardcore. It is regrettable that Air combat and aircraft are setup that way. This game is about choices, and taking them away only weakens this mod. If the Air combat is balanced correctly, you should be able to come up with good combinations of aircraft and weapons to meet the alien threats, that are presented. Something I will be working on for myself. BTW thanks for the reply Sentilin Found this in my log Fri Sep 19 23:11:13 2014: ##### : Missing string for label 'REsearchView.PerMonth' Fri Sep 19 23:12:03 2014: ##### : Missing string for label 'REsearchView.PerMonth' for XNT. As reported by others, I am also having lots of disappearing minor ....forgot their name...alien eggs. What file are they in?? I haven't messed with aliens yet..but I suspect that another vanilla file is to blame for overwriting the XNT values and where to find the graphics for the alien. I think once that is fixed GC might be good to go now. Also, as I have been playing, it seems the aliens need to slow down invasion ticker, with as many alien ship missions that are being presented. At least toward the beginning of the game. Yes I know it is meant to be hard, but at the rate the ticker is going in 2 months time it will be full scale invasion, and players can't get even a chance to cope with the threat. (I'll mod myself no worries) You guys have done an excellent job balancing ground combat that is for sure, very pleased with that!! It pleases me to see all my soldiers in the hospital, but can still make it back home. I still suffer losses, and they are acceptable now! I also now see aggressiveness, and rudimentary tactics and couple that with tough aliens it makes out to be a challenge. I am totally addicted to the flame throwers!
  10. So then this proves that the Modular system cannot be trusted to handle updating/merging the info correctly. That ultimately means, that all other weapon and weapon_gc should be disabled so that the game can only read yours. When I put your weapons files in the root assets directory, I eliminated it being able to revert back to vanilla. I am now wondering what other files are affected by this bug? I think it would be best for you guys to either incorporate FITH3.0 mod into your files, or don't use it at all because it is not compatible at this point.(as it is packaged) As soon as I removed those weapons files from SITH30, the ammo levels were back to normal. I also think that you guys need to further test this issue, and report it to the XCE forums with your proof, because they won't listen to a newb, like me Edit: As I suspected and just for the record, Vanilla or xce files were in fact partially overriding the XNT weapons files settings! In order to prove this I renamed the Weapons and weapons_gc files in the root assets directory and the XCE weapons_gc file. I then verified there were no other mods with these files other than XNT60 that could be read. Viola! my ground combat is now working 100% XNT mode. BTW Blackwolf grenades blow up when thrown, not at the end of the turn, that is vanilla or XCE overriding the XNT files. Aliens are now back to shooting their "purple Haze" and throwing the correct grenades. For those of you having issues try this method of renaming the files and see if that fixes your issues. Then report back to the forums...in force. I will continue testing as well. It seems to me, that this would be a HUGE deal for this mod. Since you have spent so much time converting files to the modular system. In fact it could mean that the only reliable way to run your mod is to revert back to overwriting the root asset files, until the modular system works correctly. I have noticed that your aircraft are not acting correctly when it comes to the weapons mounts on the equiping screen. Your aircraft weapons file has 2 sidewinders. You are supposed to be able to select with the mouse and it bring up a list of weapons suitable for that mount. In this case it should show sidewinder x2 and it does not. I have taken the liberty of fixing your two aircraft files. The aircraft mounts were really messed up and so were the missile types for the AC weapons. I will look at them further when I get more time. Now you can use the different guns on the aircraft, and pick the proper missiles. NOTE heavy mounts can also equip normal mount items (sidewinders) as well. I will look at your mounts positions later as well. As a side note and may be just coincidence, but now with the fixed files. I am seeing MAJOR ufo activity, unlike before..I wonder if these files having errors were messing something up in the waves. [ATTACH]5551[/ATTACH] XNT V6.0 (Hellgate FIXED).zip XNT V6.0 (Hellgate FIXED).zip
  11. @Blackwolf, I will do some captures with FRAPs over the next few days, apparently the AMD "gaming evolved" screen capture is "devolved", and can only be used in their software. So I decided to load a couple of mods, mainly graphics mods for the soldiers and stuff. Started a new game had some issues with still having "cartoony" soldiers, but I suspect that is normal because your mod has more soldiers added to it. Correct? Because of the post above, I installed the FITH 3.0, latest revision I think, mod and that is where I saw an immediate screw up of the weapons. I initially thought Fith was incorporated into your mod ! right? because of the breaching charges already being in there originally, right? The graphic and stats are there? I will check into the file further when I get some time. Looking at FITH's files it is supposed to be updated and mod friendly?? But I am wondering now. When FITH wasn't originally installed the ammo was correct, but the other issues persisted. I had a couple of crashes, I think because of an explosive that was set to go off. However, I have had this happen without any other mods, installed as well. so this point's me to the modular system having bugs. I also had a problem with Alien weapons not being correct. IE, Aliens threw smoke grenades at me, instead of the ones that explode purple gas. I don't think this is normal. Also there were no Purple gas effects from the weapons at all. I was only able to play one mission today sorry. For anyone who wants to replace a file in the main assets directory, it HAS to be the full and complete file, it cannot be a partial file that intentionally uses the Mod Installer to add the items into the game. Before you do something like that, rename the original file by adding (orig) in the assets directory, to the name so you know it is the original file! I would only do one at a time if you are going to do it. I would also recommend using Steams backup system to backup your original install, it will save you lots of time.
  12. Hi guys! I have been feeling underwelmed by XCE, and started modding for awhile. I got really pissed off lately because of the way the modular system isn't working right on some files..Like ground combat. I saw that you guys used the modmerge commands in your files. I decided today to try your mod out. I have run into a couple of bugs. Shotgun locks up the game in a weird way sometimes. It will play the shooting sound, but not really fire, then I cannot move any men. I can select them but they will not move. Strange. Here are the other things I have been seeing with ONLY your mod installed from a brand new clean install!. Ammo is the best example, the machine gun in your mod has 60rnd, it shows this on the base soldier screen. Then when deployed in combat, on the main screen it shows the vanilla/xce default of 30 rnds loaded and max. If you go to the inventory screen it shows that the gun is loaded with 30 of 60 rnds. Also the flamethrower was not working as intended, it was doing the quick wide swath with generic graphic, vanilla I suspect, until I copied your weapons_gc file over the vanilla assets file. Then it worked AWESOME!! Thank you for that, I need to be a PYRO! EDIT: Now my frag grenades, are exploding at the end of the turn, instead of when thrown?? That isn't how it played when I was playing earlier today. It is like the "merging" can't figure out what stuff to use. It is different everytime. This is the same issue I had when I was modding my mod files, and that is the XCE or vanilla files over-riding the mod files. Specifically the configuration file and the weapons_gc file (who knows what else). There is something definitely wrong with the modular system, I have re-installed my game 4x over the past few days, and this issue keeps popping up. It is not my installs, because they are stock XCE, installed either from Steam, or I do it manually. I realize that I am new to this game and am just learning, but I am not a newb. I have been modding games for many, many, many years and have been reading intently on the forums about modding this game. I have made plenty of mods, and have even published an AI mod for Medieval Total War 2. I thought my modding issues were that my files did not have the modmerge commands in them yet, however your mod, does have them, and I am still seeing this behavior. My logical mind tells me something is wrong with the modular system merging files in the wrong order, or it's confused. I can alleviate this issue by copying your file into the vanilla assets folder, and everything works fine. (I was also able to keep this from happening with my mod, by doing this) When I was experimenting around with files, the smoothest this game has ever ran, was when I took the XCE files and put them into the base directory. I did not have these issues with the .27 version either. Have any others, been experiencing any issues like this? I think I know the fix for this, either install all the files in the main assets directory, so there is only one copy of them. Then I can install the graphics mods separately, via the mod manager..if you can call it that. I have reported this issue on the XCE bug reports forums already, only to be dismissed as a bad install. Because you can't seem to get your point across around here. On a happy note, So far I am enjoying the start of the game!! It is much more enjoyable than I thought it would be! Great AI fixes, so far!! much more challenging and FAIR! Edit: I do not see what good a savegame would do, but I will see if I can find one or reinstall the game again and replicate. Screenshots I can post as well tomorrow sometime, kind of a busy day. I think, I'll go play Star Citizen's Arena Commander for awhile and blow off some steam. Truly awesome game even in ALPHA! Does the -modinfo help in this situation? where is the log file kept? BTW if one more person on this forum blames MY installation, I will SCREAM back, because I am sick and tired of that attitude. After only a few posts of trying to figure this out, and recieved no real help, just dismissals and blaming my modding. This issue is repeatable with other mods, and is constantly pissing me off, especially now that I KNOW that even files with modmerge commands don't work! I do not think the "modular system" is working 100%
  13. Yes Ufo Tubby is correct. However, you need to really pay attention to what you are changing. I would recommend changing the min mission count first. You may also need to read about the commands you will need to use in the file for the Modular system, to make sure your changes are always read. It seems it is getting more difficult to implement changes, rather than easier. I wish it was just as simple as changing the mod order, but alas it is not. @ Endersblade : I fully support and endorse you play the game you want. In fact it brings up a very old memory. I showed a friend that you could mod Xcom with a hex editor. Once I had him up and running, he called me a couple of days later and said that was sure fun! he told me he had a run in with an inferior race of aliens...I just laughed at the things he changed, and made things so overpowered as to reduce alien ships to rubble even before entering. Here is the one thing that has pissed me off about the way people have programmed the files, they have made the humans with so many penalties..of course it is hard. Artificially hard. The aiming bonuses are so skewed it is ridiculous, along with overpowered weapons, and useless armor. The reaction fire is atrocious in penalties against humans, they made heavy weapons useless in my opinion. Personally, I wish they would concentrate on improving the wimpy AI. There is no squad tactics for the aliens, they individually run around ad haphazardly attack civilians instead of the real threats, my guys. That is one reason many will defend how they have made the files so skewed. To give the appearance of a hard game. Of course the game is too hard..because they have stacked the deck completely against you...just like Vegas.
  14. Thanks kabill. BTW guys, I want to thank you for all your hard work on XCE and all the mods that are out there right now. It makes this game a gazillion times better!!
  15. Here is my .02 as a modder and being new to Xenonauts. This is what XCE should concentrate on. 1) First and foremost make sure XCE works 100% to allow modders to do their bidding. 2) Opening up access for addition items to mod. 3) Fixing broken elements that developers can't or won't fix. 4) supplying modders with help, advice, or tools to do their job. Ultimately, you guys know the game code better than many of the modders. You are the level between the game designers. This allows the XCE guys to be the most useful in the community, without getting bogged down in a quagmire of balancing the game. Leave that to the modders, as there are enough of modders to be able to bring enough variety for the average player.
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